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DrTurk

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  1. EFFECT_REFINED_NONE 0 EFFECT_SWORD_REFINED7 1 EFFECT_SWORD_REFINED8 2 EFFECT_SWORD_REFINED9 3 EFFECT_BOW_REFINED7 4 EFFECT_BOW_REFINED8 5 EFFECT_BOW_REFINED9 6 EFFECT_FANBELL_REFINED7 7 EFFECT_FANBELL_REFINED8 8 EFFECT_FANBELL_REFINED9 9 EFFECT_SMALLSWORD_REFINED7 10 EFFECT_SMALLSWORD_REFINED8 11 EFFECT_SMALLSWORD_REFINED9 12 EFFECT_SMALLSWORD_REFINED7_LEFT 13 EFFECT_SMALLSWORD_REFINED8_LEFT 14 EFFECT_SMALLSWORD_REFINED9_LEFT 15 EFFECT_BODYARMOR_REFINED7 16 EFFECT_BODYARMOR_REFINED8 17 EFFECT_BODYARMOR_REFINED9 18 EFFECT_BODYARMOR_SPECIAL 19 EFFECT_BODYARMOR_SPECIAL2 20 EFFECT_BODYARMOR_SPECIAL3 21 EFFECT_SASH 22 EFFECT_BODYARMOR_NEW_DEAMON 23 EFFECT_COSTUMEBODY_SPECIAL 24 EFFECT_COSTUMEBODY_SPECIAL2 25 EFFECT_COSTUMEBODY_SPECIAL3 26 EFFECT_COSTUMEBODY_SPECIAL4 27 EFFECT_COSTUMEBODY_SPECIAL5 28 //EFFECT_BODYARMOR_ELECTRIC (would be 29) EFFECT_SWORD_EVOLUTION1 29 EFFECT_SWORD_EVOLUTION2 30 EFFECT_SWORD_EVOLUTION3 31 EFFECT_SWORD_EVOLUTION4 32 EFFECT_BOW_EVOLUTION1 33 EFFECT_BOW_EVOLUTION2 34 EFFECT_BOW_EVOLUTION3 35 EFFECT_BOW_EVOLUTION4 36 EFFECT_FANBELL_EVOLUTION1 37 EFFECT_FANBELL_EVOLUTION2 38 EFFECT_FANBELL_EVOLUTION3 39 EFFECT_FANBELL_EVOLUTION4 40 EFFECT_SMALLSWORD_EVOLUTION1 41 EFFECT_SMALLSWORD_EVOLUTION2 42 EFFECT_SMALLSWORD_EVOLUTION3 43 EFFECT_SMALLSWORD_EVOLUTION4 44 EFFECT_SMALLSWORD_EVOLUTION1_LEFT 45 EFFECT_SMALLSWORD_EVOLUTION2_LEFT 46 EFFECT_SMALLSWORD_EVOLUTION3_LEFT 47 EFFECT_SMALLSWORD_EVOLUTION4_LEFT 48 EFFECT_CLAW_EVOLUTION1 49 EFFECT_CLAW_EVOLUTION2 50 EFFECT_CLAW_EVOLUTION3 51 EFFECT_CLAW_EVOLUTION4 52 EFFECT_CLAW_EVOLUTION1_LEFT 53 EFFECT_CLAW_EVOLUTION2_LEFT 54 EFFECT_CLAW_EVOLUTION3_LEFT 55 EFFECT_CLAW_EVOLUTION4_LEFT 56 EFFECT_CLAW_REFINED7 57 EFFECT_CLAW_REFINED8 58 EFFECT_CLAW_REFINED9 59 EFFECT_CLAW_REFINED7_LEFT 60 EFFECT_CLAW_REFINED8_LEFT 61 EFFECT_CLAW_REFINED9_LEFT 62 EFFECT_COSTUME_YOUTUBER 63 EFFECT_COSTUME_TWITCH 64 //EFFECT_COSTUME_SYSTEM_SPECIAL1, (65) //EFFECT_COSTUME_SYSTEM_SPECIAL2, (66) //EFFECT_COSTUME_SYSTEM_SPECIAL3, (67) //EFFECT_COSTUME_SYSTEM_SPECIAL4, (68) //EFFECT_COSTUME_SYSTEM_SPECIAL5, (69) //EFFECT_COSTUME_SYSTEM_SPECIAL6, (70) //EFFECT_COSTUME_SYSTEM_SPECIAL7, (71) EFFECT_REFINED_NUM 65 Your effectlist is like a battlefield. check your client
  2. EFFECT_BODYARMOR_ELECTRIC to //EFFECT_BODYARMOR_ELECTRIC you commented it in playersettingmodule but not in the src
  3. share your playersettingmodule and instancebase.h, you are just using one value for two effects.
  4. once you repaired everything change the tables form InnoDB to MyISAM
  5. Do you really get an error without changing this class while compiling? I'm using boost 1.6 with the original VID class and I dont get any compiling problems. Thanks for release.
  6. DrTurk

    Effect Bug

    You are just using the same value for two different effects, check your playersetting and the effect list in source
  7. Just post your GDB backtrace or if you know how to trigger the game crash and your source is compileable on windows, debug it on windows via VS
  8. Dont use Lent crap system and btw you show us a sash with 5% and tooltip also says that this sash can only have 5%. show us a gif from combining two 85002 sashes
  9. Doesnt work with type 33 (ITEM_RING) when you want to load bonus from special item group you have to use type 16
  10. Tha hell have you done with the subtypes? B2T: Upload your item_length.h (from server src) and ItemCSVReader.cpp (from dumpproto) and item_proto.txt/sql
  11. take a look at the msa files in horse_bell folder, change it server/clientside and you are fine
  12. Do you want a cookie and coffe to your order?
  13. I'll take the lag rather than the shitty names without Outline but ty for rls
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